Published on April 27th, 2013 | by Shopmaster6
Infinity Engine Gets Upgraded for Madden NFL 25
While talking with Victor Lugo; Developer on Madden NFL, last year, you could hear it in every conversation that this was only the beginning of what the Infinity Engine was going to be. Vic is very passionate about the physics of the game and has a great handle on what you should be seeing. And while some questioned should they have even put physics in Madden NFL 13, there is no question that physics is needed in the Madden NFL franchise. There probably was even some talk last year inside EA, debating on whether they should even release it in Madden 13 but there is no doubt that this years version of the Infinity Engine is more polished, more sophisticated, and addresses some of the main concerns fans had about the engine last year.
If you haven’t read the Infinity Engine 2 Playbook from EA SPORTS on their Official site, then please read it before you read the rest of this article. I’m not going to touch on everything in that article, but I will talk about some things that were not mentioned. Now while I haven’t played Madden NFL 25 since early February I do have an idea of what EA SPORTS is trying to do and how some of those things felt when I got my hands on it. I hope to be playing the game again real soon and will have another impressions blog about that experience.
This year the EA team grouped what they wanted to do with the Infinity Engine into two categories.
The first being fixes like clean up work and stuff that just didn’t look good. I think we all know what that looks like. Players falling over players on the ground, wrap tackles that didn’t line up correctly, limbs that were a little too loose when hits occurred, the things you saw when playing that just didn’t look good at all and there were a lot of them. They also set out to fix conservation momentum which is when two players collide and they choose the proper momentum and that they always fall in the right direction. In Madden NFL 13 there were a lot of “splat tackles” where you would go tackle a player and both players fall down and not have realistic tackle animations sometimes just falling in opposite directions.
The second category that EA wanted to work on was “User Interfacing Mechanics”. Last year animations were augmented by physics and this year mechanics are driven and augmented by physics. This resulted in what they call the “Force Impact” system. [sws_pullquote_right] Last year animations were augmented by physics and this year mechanics are driven and augmented by physics. [/sws_pullquote_right] The Force Impact system is pretty sweet and uses the size of a player, the weight of a player, and the impact of the collision to produce realistic outcomes. What this means is that big backs will feel like bigger players when going against small DBs in the open field. I know that this all sounds good and I agree because in the build that we played in February didn’t have the Force Impact System. We saw a cool video about it but until I get my hands on Madden 25 again with it in there, no use in me talking about it but to explain what the developers told us and explain what they are trying to accomplish.
One of the more subtle things you’ll notice about the new Infinity Engine is something that EA calls “contextual awareness”. Contextual Awareness is not only evident when guys are getting up after the play but when a guy hurdles over someone, he may put his hand on the player’s shoulder or when a player spins, you may see his hand feel for the defender. With this players are also a lot more solid so that when you run into your own player you won’t just fall down.
One other note coming from my time on the game in Madden NFL 25 earlier in February was the addition of the “Stumble and Recovery” mechanic. I’m a little on the fence on this one just because during our time there it wasn’t working properly. The “Stumble and Recover” mechanic allows a player that is stumbling to just flick the R3 up and your player will recover and keep going. This feature sounds great but at the time was not being executed properly and it was too easy to pull off, so I’m really looking forward to seeing this fixed because I do think it’s a good idea. I like the fact that I can try to just reach for extra yards or try to recover and gain more yards. I would like to see more of a risk involved with this mechanism, meaning when a player is trying to recover and they get hit a fumble should happen especially if that player has a low carry rating.
Overall the Physics in Madden NFL 25 is going to be 10x better than it was in Madden NFL 13 if executed right. I like everything they are adding into the Physics of the game and it sounds great., but it’s not how it sounds but how it feels that’s going to be the real test. I want to feel like the weight of the players and the size matter when it comes to every aspect of the game. It should matter in the running game, the passing game, and the hitsticks that left me unsatisfied last year.
If you have any questions, please be sure to comment and give me your thoughts about what you’ve seen in the trailers, screenshots, and articles.
Also be sure to check out the Madden NFL 25 News and Information Central with all of the news from around the web and updated daily.